#version 120

uniform vec3 LightPosition, CameraPosition;

varying vec3 LightDirection, LightDirectionReflected, CameraDirection, Normal;

void main()
{
	LightDirection = LightPosition - gl_Vertex.xyz;
	LightDirectionReflected = reflect(-LightDirection, gl_Normal);
	CameraDirection = CameraPosition - gl_Vertex.xyz;
	Normal = gl_Normal;
	gl_TexCoord[0] = gl_MultiTexCoord0;
	gl_TexCoord[1] = gl_TextureMatrix[1] * gl_Vertex;
	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
